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non-scaling attack weak spot

Posted: Wed Feb 09, 2011 12:51 pm
by dugfromthearth
last night we faced the master villain who had attack weak spot and x6 damage.

For 2 pts, attack weak spot doubles the damage if you hit by 20.
Since this is a multiplication not an addition, it gets better the more powerful you already are - which seem to me the opposite of its intent.

I would think attack weak spot would be for low powered characters to occasionally boost their damage.

I suggest:

Attack Weak Spot 1+
At level 1 your attacks do +x2 DM when you hit by +10 points. Each additional level adds +x2 DM when you hit by an additional +10 points. So at level 3 if you hit by +10 you do +x1 DM, if you hit by +20 you do +x2 DM, if you hit by +30 you do +x3 DM

note that this removes the ability to spend a hero point to use your to hit roll for damage, but that can be left in

Posted: Tue Feb 21, 2012 7:04 pm
by Michael
Good point.

Attack Weak Point is a problem since in the current rules it is too effective when used by people with high damage multipliers, when it is supposed to be used mostly by people with X2 or X3 multipliers.

A simpler approach might be to have attack weak point increase the damage multiplier by 3 if you hit by 20+.
A X1 DMG attack becomes X4,
A X2 DMG attack becomes X5,
and a X6 DMG attack becomes X9 instead of X12.

Posted: Sat Mar 31, 2012 11:14 am
by WaylanderPK
I like that solution Michael.
I've also been toying with limiting Attack Weak Point to only being used with intense trained powers and normal weapons, but you could still end up with a sniper doing x7 to Hit, x5 Damage attack weak point. Which is still pretty effective.

My feeling is if you want you special attack to do more damage you should just buy "extra effect if hit by +20", which would give you an additional x2DM on a good hit.

Its obvious that attack weak point is pretty powerful by the number of time pc's like to power stunt it ;)